Here comes the release of the third Indie Cup, The Triangle Cup!
Here's what's included in this update:
New Crossover races with Runbow, Duck Game, Shutshimi, & Freedom Planet!
New karts: Val & Hue from Runbow in 8 colours each, 3 new Ducks, & Juan from Guacamelee!
Added a costume selector for crossover games with more than one character or costume change.
Added some Ghost-Filos obstacles to avoid in Whispering Willows track
Added more variety to the kart collision sounds
Fixed a bug in the music ducking code which stopped it ducking on some tracks
Added more voice sound events (for falling off track, getting blown up, and choosing a character)
Added underwater kart handling in the Shutshimi track
Added poles to the bottom of the street signs
remade some of the older track previews bringing them up to date
Small random bug fixes
Known issues:
Alternative costume selection doesn't work correctly in BattleMode
Pressing "Start" on xbox360 joypad before a race begins, to quit to menu, causes the joypad rumble to stay active through the main menu
Selecting Blue Toto in GP mode will half give a costume option, making the selector look broken
Cheers!
Early Access Update v0.38
*Update v0.38* - August 2nd 2015
Small update this time. I've got a new track completed and I'm currently working on 3 crossovers right now simultaneously, but instead of releasing them one at a time like I usually do, I'd like to release them as a full cup.
So the plan is to release the third Indie Cup (The Triangle Cup) at the end of August in one update.
Here's what's included in this update:
Newly reworked graphics in the ReadOnlyMemories track
Race now starts on "Go!" not a second later..
Renamed the Indie Cups, instead of "Indie Cup A" etc. they're now the Square Cup, Circle Cup, Triangle Cup, and Diamond Cup
Small random bug fixes
Cheers!
Early Access Update v0.37
*Update v0.37* - July 22nd 2015
New Indie crossover with Teslagrad, play as TeslaKid and race at the electric Tesla Tower!
Indie Cup 2 can now save cup data!
Press 'F' key to switch retro TV filter on/off at any time
Another new Indie character added, Titus from Indie Assault!
Widened some sections of the Canabalt track
Introduced some subtle 3d walls for those who don't like mode7 walls (switchoffable in the settings)
Tightened the non-drift turning
more varied horns :D
Cheers!
Early Access Update v0.36
*Update v0.36* - July 8th 2015
- Migrated game project to Unity5.1 (from 4.5) to future proof it a little
- Mirror Mode is now working perfectly! (thanks to Unity5 features)
- started redesigning the main menu popup window giving room for more options and settings
- added a resolution selector, giving access to a lower res (640x360) to give even better FPS on older systems, and medium res (960x540) on not so old systems, and full res (1920x1080) for HD capable hardware.
- added a cool fullscreen pixelation screen-wipe when loading levels, adding greatly to the SNES vibe!
- added a retro TV filter, making the game look like it's running on a tv from 1992 (it's pretty power hungry though and not recommended on older hardware)
The next build will have a new track and two new karts, uploading this week coming.
Cheers,
Paul
Early Access Update v0.35
Changes and additions include:
- Early build of local split-screen Battle Mode is now open, for 2-4 players - with two arenas / battle-styles available. A standard weapon jar battle and a Fist Of Awesome themed boxing match!
- New larger Shroom sprites - making them easier to see / collect
- Added a slight glow to ramps to help them stand out a little more
- Added a little rumbling when boosting
- Added a manual kart horn. Just press the weapon button to use it. Quack, quack, quack, quack, quack, quack!
Early Access Update v0.345
Changes and additions include:
- A beautiful new race track in the second Indie Cup, a crossover with CrossCode, "Rhombus Square Oval"
- Firing a Loconut from first place will make it aim for the kart behind you (they previously aimed for nobody)
- More balancing to the 150cc difficulty, making it less impossible
- Smoother music transitions
Early Access Update v0.34
Changes and additions in the latest update include:
- A new Indie crossover! This one is The Fishy from Shutshimi.
Shütshimi is a randomized shoot'em up about a muscle-bound fish with memory problems defending the seven seas.
Armed with your trusty bullet-morphing shotgun, defeat or navigate through waves of enemies and collect powerups as you battle your way through each of the game's bosses. But there's a catch (there's always a catch): you've been cursed with an incredibly short attention span. Combat waves and upgrade cycles only last 10 seconds a piece, so you'd better act fast!
Coming soon to PS4, Vita, Wii U, Steam, and perhaps elsewhere!
You can check it out at http://totallychoice.com/games/shutshimi
- Testing some particle effects along some of the walls (in WhisperingWillows, FistOfAwesome, and PowerDrive2000 tracks) to give them more visibility/height. Let me know if the framerate drops too low for you, it might be something that needs to be added to the upcoming options screen.
- The onscreen button labels might now support the PlayStation joypads too
Cheers!
Early Access Update v0.33
Changes and additions in the latest update include:
- A new Indie crossover! This one is with Power Drive 2000, an epic sci-fi racing game with a talking car straight out of an '80s super car ad. This crossover includes the car "C.A.T." and a new racetrack in IndieCupB. - Power Drive 2000 is currently KickStarting and was recently Greenlit, go check it out, it has an amazing soundtrack coming!
- Introducing a new ability: "Gold Rush!". When you get awarded the RaceStar for the Shrooms you'll go Super Golden making you invincible to attacks, benefit from a slight speedup, and be able to knock competitors out of the way! Gold Rush lasts for 12 seconds. (I'll be tweaking this ability over the next couple of weeks)
- After a few valid comments about roads feeling a little slippy like an ice stage, I've made some more changes to how drifting works. It now turns a lot more than it used to and feels a lot grippier. Also, there should be less chance of landing the kart in an undesired drift direction.
- The onscreen button labels should now automatically change to show the device you're using (keyboard/x360/snes) once a button is pressed. (PlayStation joypad support coming soon)
- Various cleanups in the menus, bug fixes, and code optimisations to smooth things up a little.